SPACEJAMMED by Ava Skoog
One little mishap, and the circuitry of this astrobonaut's spaceship is blown to smithereens and gravity is knocked out of whack! Boost about with your little rocket shoes to piece it together and bring power back to the vessel so that you can go boldly on!


Credits 🎭
- Ava Skoog
- Morten Formo
- Marte Kvamme Strømmen
Controllers 🎮
Keyboard or gamepad. Instructions visible in game at all times.
Links 🔗
- itch.io: https://prinsessa.itch.io/spacejammed
- Retweet: https://twitter.com/avaskoog/status/892643805916168192
Blog ✍️

Ratings
| Overall | 357th | 3.458⭐ | 26🧑⚖️ |
| Fun | 503th | 3⭐ | 26🧑⚖️ |
| Innovation | 561th | 2.833⭐ | 26🧑⚖️ |
| Theme | 607th | 3.2⭐ | 27🧑⚖️ |
| Graphics | 218th | 4.04⭐ | 27🧑⚖️ |
| Audio | 151th | 3.667⭐ | 26🧑⚖️ |
| Humor | 239th | 2.9⭐ | 22🧑⚖️ |
| Mood | 180th | 3.682⭐ | 24🧑⚖️ |
| Given | 7🗳️ | 7🗨️ |
The puzzle gets a little tedious after a while.
I've tried the html5 on ubuntu+chrome and I got a black screen for the intro, the linux version work perfectly.
@rijnswand: Thanks, I figured it out—web build works again!
Anyway, it's a nice entry, good job!
@pavelsovushkin:
I think I'll probably put up a video later, but basically it's a variation on a slide puzzle, if you've ever solved one of those:

So there's only one empty square (marked with black) and you can only move things into the empty square. You can't just press QE or WASD to manipulate objects, but you need to hold down space too (since movement around the board is WASD without space, WASD with space had to be used to move pieces instead, and then it made more sense to have to use space for QE as well, as a manipulation button).
Hope that helps! c:
The game has really beautiful graphics and animations. I love those rocket boots. Besides difficulty, I found only one thing I would like to improve: far objects are a bit hard to see. For far cells it is not obvious which cell is occupied by which element and some elements are hard to recognize. It would be much better, if camera moved forward a bit, when your character is flying over the far cells.
@Jima: Thank you for your detailed feedback! I agree with you on pretty much everything, and the issues with the faraway objects or the marking of the empty square have been felt by many. x: Unfortunately didn't have time to fix everything or playtest that much as the end of the jam crept nearer.
Since there was only time for one puzzle in the end, we opted to make it a bit bigger and more complex than it would've been if we'd had the time to make a couple of smaller ones instead~ But like you say, it can be difficult to see which pieces go where—especially the pink ones.
I'm glad you found it worthwhile to brave through just to see the outro tho, haha!
@Yetman: Thank you. c: Yeah, it was supposed to be clearer and tie more into the mechanics, but we ran out of time. The ship breaks and loses power and artificial gravity breaks down and you're fixing it, but there was supposed to be more stuff to do on the ship and more stages of getting the power back. Unfortunately I didn't feel that well this jam, so we ended up keeping it simple.
Controls could be a bit simpler, I believe, but they're easy to get this way. The game's also quite challenging and it's a nice take on both the sliding puzzle genre and the theme of power running out!
Congrats on making it, Good Job there! :D
The controls took a little bit getting used to, but otherwise playing it felt just fine. The graphics were great, and the low-key ambient music felt very "puzzle game" like. I loved the little intro as well.
I don't think there's too much to say about this game. The colorings on the tubes made it quite intuitive which tubes went where, so at its core the game was simply a straightforward little puzzle game. If there's one point of criticism it'd be how obscurely it ties in with the theme. I understood that it was supposed to be about the ship running out of power and doing the puzzle fixes that, but you could've potentially made a little more obvious. I had to do enough mental gymnastics with the puzzle itself, no need to make the theme require some as well ^^
But it was a well done puzzle game. Good job, nice entry!
I believe the one long level is not a good idea for puzzle games, because you don't have a sense to complete something until the very end, so you can loose your motivation half way if you find that you did something bad a long time ago. Several small levels to make you familiar about the mechanics and having the feeling that you progress in some way is more adapted IMO.
Good job though.
the graphics and the 3D are very nice, but I find that the perspective view hinders gameplay. There really should be a rotate button, or did I miss it?
The pink cable was impossible for me to do because of this, especially as it seems that it's on two levels...
anyway, a part from that the game is great! I liked the disturbing audio as well :) good job!